I just got a new Asus monitor that supports 1080 @ 75 FPS, which is what its running in windows. But when I launch MWO in 1080 fullscreen mode it changes to 60 Hertz mode with my monitor. Even if the in game fps (f9) readout is like over 100fps, my monitor is still stuck in 60 fps display mode. I know this because the monitor has a built in FPS counter. I'm not sure how to get MWO to launch in 1080 with 75 Hertz monitor mode.


Mwo Won't Use 75 Fps Monitor Mode
Started by Sunstruck, Aug 13 2017 06:53 PM
5 replies to this topic
#1
Posted 13 August 2017 - 06:53 PM
#2
Posted 13 August 2017 - 07:40 PM
fullscreen window mode.
#3
Posted 13 August 2017 - 08:05 PM
Sometimes Windows switches to 60HZ so make sure its not WinDoh.
#4
Posted 13 August 2017 - 08:08 PM
What the monitor runs and what Windows runs can be 2 different things. Make sure Windows is set to 75hz and MWO will use it.
I had a similar issue when I got my 144hz monitor. If I tried to use v-sync it would set to 60mz, changed Windows to 144mz and now working fine.
I had a similar issue when I got my 144hz monitor. If I tried to use v-sync it would set to 60mz, changed Windows to 144mz and now working fine.
#5
Posted 13 August 2017 - 08:11 PM
Never had an issue with 144hz even windowed, the only issue I had was G-Sync being turned off at first.
Only thing I can suggest is running Fullscreen
Only thing I can suggest is running Fullscreen
#6
Posted 13 August 2017 - 10:22 PM
Two things:
1) MechLab always runs at 60Hz, no matter what
2) Due to some reasons DX11 always runs at 60Hz for me
I always use Fullscreen mode, as it should give me the best performance due to exclusive access to GPU resources.
So, looks like 60Hz is hardcoded somewhere in their code, that is really bad thing.
Test your FPS in game and use DX9. It's good suggestion, cuz if game's framerate doesn't match framerate of desktop - you can possibly encounter performance penalty due to DX switching to copying framebuffer instead of just flipping pages. I guess, this is the real reason, why DX11 lags so much in comparison with DX9, while in normal case situation should be exactly the opposite - DX11 should grant you higher performance, than DX9.
You can read about it here.
1) MechLab always runs at 60Hz, no matter what
2) Due to some reasons DX11 always runs at 60Hz for me
I always use Fullscreen mode, as it should give me the best performance due to exclusive access to GPU resources.
So, looks like 60Hz is hardcoded somewhere in their code, that is really bad thing.
Test your FPS in game and use DX9. It's good suggestion, cuz if game's framerate doesn't match framerate of desktop - you can possibly encounter performance penalty due to DX switching to copying framebuffer instead of just flipping pages. I guess, this is the real reason, why DX11 lags so much in comparison with DX9, while in normal case situation should be exactly the opposite - DX11 should grant you higher performance, than DX9.
You can read about it here.
Quote
When in full-screen mode, the Desktop Window Manager (DWM) is disabled. DXGI can perform a flip to present the back buffer contents instead of doing a blit, which it would do in windowed mode. This performance gain can be undone, however, if certain requirements are not met. To ensure that DXGI does a flip instead of a blit, the front buffer and back buffer must be sized identically. If the application correctly handles its WM_SIZE messages, this should not be a problem. Also, the formats must be identical.
The problem for most applications is the refresh rate. The refresh rate that is specified in the call to ResizeTarget must be a refresh rate that is enumerated by the IDXGIOutput object that the swap chain is using. DXGI can automatically calculate this value if the application zeroes out the RefreshRate member of DXGI_MODE_DESC that is passed into ResizeTarget. It is important not to assume that certain refresh rates will always be supported and to simply hard-code a value. Often, developers choose 60 Hz as the refresh rate, not knowing that the enumerated refresh rate from the monitor is approximately 60,000 / 1,001 Hz from the monitor. If the refresh rate does not match the expected refresh rate of 60, DXGI is forced to perform a blit in full-screen mode instead of a flip.
The problem for most applications is the refresh rate. The refresh rate that is specified in the call to ResizeTarget must be a refresh rate that is enumerated by the IDXGIOutput object that the swap chain is using. DXGI can automatically calculate this value if the application zeroes out the RefreshRate member of DXGI_MODE_DESC that is passed into ResizeTarget. It is important not to assume that certain refresh rates will always be supported and to simply hard-code a value. Often, developers choose 60 Hz as the refresh rate, not knowing that the enumerated refresh rate from the monitor is approximately 60,000 / 1,001 Hz from the monitor. If the refresh rate does not match the expected refresh rate of 60, DXGI is forced to perform a blit in full-screen mode instead of a flip.
Edited by MrMadguy, 13 August 2017 - 10:33 PM.
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